void ViewCanvas::OnMouseDown( wxMouseEvent& e ) { if (!m_Focused) { // focus and eat the event SetFocus(); } else { // if any key is down if (e.LeftIsDown() || e.MiddleIsDown() || e.RightIsDown()) { // and we don't already own the mouse if (GetCapture() != this) { // capture it CaptureMouse(); } } Helium::MouseButtonInput input; Helium::ConvertEvent( e, input ); m_Viewport.MouseDown( input ); e.Skip( input.GetSkipped() ); } Refresh(); Update(); }
void Viewport::MouseDown(const Helium::MouseButtonInput& input) { // reset drag mode m_DragMode = DragModes::None; // are we going to allow entering select drag? bool allowSelection = true; // if the camera modifier key is down if (input.AltIsDown()) { m_Cameras[m_CameraMode].MouseDown( input ); // camera now owns the drag m_DragMode = DragModes::Camera; // do NOT allow selection while moving the camera allowSelection = false; // Save the previous view before it is updated UpdateCameraHistory(); } else if (m_Tool) // else if we have a tool object { // hit test the tool, and if we intersect or its a tool modifier mouse key if (m_Tool->MouseDown( input ) || input.MiddleDown() || input.RightDown()) { // the tool now owns this drag m_DragMode = DragModes::Tool; } else { // we can still allow selection if it didn't hit he tool allowSelection = m_Tool->AllowSelection(); } } // if its the left key if we are still looking for a selection if ( (input.LeftIsDown() || input.MiddleIsDown()) && m_DragMode == DragModes::None && allowSelection ) { // we are selecting m_DragMode = DragModes::Select; // reset point trackers m_Start = Point (input.GetPosition().x, input.GetPosition().y); m_End = Point (input.GetPosition().x, input.GetPosition().y); // reset selection frame m_SelectionFrame->m_Start = m_Start; m_SelectionFrame->m_End = m_End; m_SelectionFrame->Update(); // if we are highlighting if ( m_Highlighting ) { // clear the previously highlighted set m_ClearHighlight.Raise( ClearHighlightArgs (false) ); } } }
/////////////////////////////////////////////////////////////////////////////// // Stop tracking mouse movement for moving the camera. // void RenderWindow::OnMouseUp( wxMouseEvent& args ) { args.Skip(); if ( HasCapture() ) { ReleaseMouse(); } Helium::MouseButtonInput input; Helium::ConvertEvent( args, input ); m_Camera.MouseUp( input ); args.Skip( input.GetSkipped() ); }
void ViewCanvas::OnMouseUp(wxMouseEvent& e) { if (!e.LeftIsDown() && !e.MiddleIsDown() && !e.RightIsDown()) { if (GetCapture() == this) { ReleaseMouse(); } } Helium::MouseButtonInput input; Helium::ConvertEvent( e, input ); m_Viewport.MouseUp( input ); e.Skip( input.GetSkipped() ); Refresh(); Update(); }
/////////////////////////////////////////////////////////////////////////////// // Start tracking mouse movement for moving the camera. // void RenderWindow::OnMouseDown( wxMouseEvent& args ) { args.Skip(); bool modifier = args.ControlDown() || args.MetaDown() || args.ShiftDown() || args.AltDown(); // Right-click with no modifier keys means to show a context menu if ( args.RightDown() && !modifier ) { ShowContextMenu( args.GetPosition() ); } else { CaptureMouse(); Helium::MouseButtonInput input; Helium::ConvertEvent( args, input ); m_Camera.MouseDown( input ); args.Skip( input.GetSkipped() ); } }
void Viewport::MouseUp( const Helium::MouseButtonInput& input ) { // have we completed a drag? bool dragComplete = false; switch (m_DragMode) { case DragModes::None: { if (!m_Tool && input.RightUp()) { m_End = Point (input.GetPosition().x, input.GetPosition().y); m_SelectionFrame->m_End = m_End; m_SelectionFrame->Update(); PickVisitor* pick = NULL; SelectionTargetMode targetMode = SelectionTargetModes::Single; if (m_SelectionFrame->m_Start.x == m_SelectionFrame->m_End.x && m_SelectionFrame->m_Start.y == m_SelectionFrame->m_End.y) { pick = new FrustumLinePickVisitor (&m_Cameras[m_CameraMode], m_SelectionFrame->m_Start.x, m_SelectionFrame->m_Start.y); targetMode = SelectionTargetModes::Single; } else { Frustum worldSpaceFrustum; if ( m_Cameras[m_CameraMode].ViewportToFrustum( (float32_t)m_SelectionFrame->m_Start.x, (float32_t)m_SelectionFrame->m_Start.y, (float32_t)m_SelectionFrame->m_End.x, (float32_t)m_SelectionFrame->m_End.y, worldSpaceFrustum) ) { Point center ( m_SelectionFrame->m_Start + m_SelectionFrame->m_End / 2 ); Line line; m_Cameras[m_CameraMode].ViewportToLine( (float32_t)center.x, (float32_t)center.y, line); pick = new FrustumLinePickVisitor(&m_Cameras[m_CameraMode], line, worldSpaceFrustum ); targetMode = SelectionTargetModes::Multiple; } } if ( pick ) { m_Select.Raise( SelectArgs (pick, SelectionModes::Manifest, targetMode) ); delete pick; pick = NULL; } // our drag is complete now dragComplete = true; } break; } case DragModes::Select: { if (input.LeftUp() || input.MiddleUp()) { m_End = Point (input.GetPosition().x, input.GetPosition().y); m_SelectionFrame->m_End = m_End; m_SelectionFrame->Update(); PickVisitor* pick = NULL; SelectionTargetMode targetMode = SelectionTargetModes::Single; if (m_SelectionFrame->m_Start.x == m_SelectionFrame->m_End.x && m_SelectionFrame->m_Start.y == m_SelectionFrame->m_End.y) { pick = new FrustumLinePickVisitor (&m_Cameras[m_CameraMode], m_SelectionFrame->m_Start.x, m_SelectionFrame->m_Start.y); targetMode = SelectionTargetModes::Single; } else { Frustum worldSpaceFrustum; if ( m_Cameras[m_CameraMode].ViewportToFrustum( (float32_t)m_SelectionFrame->m_Start.x, (float32_t)m_SelectionFrame->m_Start.y, (float32_t)m_SelectionFrame->m_End.x, (float32_t)m_SelectionFrame->m_End.y, worldSpaceFrustum) ) { Point center ( m_SelectionFrame->m_Start + m_SelectionFrame->m_End / 2 ); Line line; m_Cameras[m_CameraMode].ViewportToLine( (float32_t)center.x, (float32_t)center.y, line); pick = new FrustumLinePickVisitor (&m_Cameras[m_CameraMode], line, worldSpaceFrustum); targetMode = SelectionTargetModes::Multiple; } } if ( pick ) { SelectionModes::SelectionMode selectMode; if (input.MiddleUp()) { selectMode = SelectionModes::Manifest; } else { if ( input.CtrlIsDown() ) { if ( input.ShiftIsDown()) { selectMode = SelectionModes::Add; } else { selectMode = SelectionModes::Remove; } } else { if ( input.ShiftIsDown()) { selectMode = SelectionModes::Toggle; } else { selectMode = SelectionModes::Replace; } } } m_Select.Raise( SelectArgs (pick, selectMode, targetMode) ); delete pick; pick = NULL; } // our drag is complete now dragComplete = true; } break; } case DragModes::Camera: { if (input.AltIsDown()) { m_Cameras[m_CameraMode].MouseUp( input ); } break; } default: { if (m_Tool) { m_Tool->MouseUp( input ); } break; } } if (dragComplete) { m_DragMode = DragModes::None; } }